public override bool Draw3D(RenderContext11 renderContext, float transparancy, Tile parent) { RenderedGeneration = CurrentRenderGeneration; TilesTouched++; InViewFrustum = true; if (!ReadyToRender) { TileCache.AddTileToQueue(this); return(false); } TilesInView++; if (!CreateGeometry(renderContext, true)) { return(false); } renderContext.SetVertexBuffer(vertexBuffer); renderContext.MainTexture = texture; renderContext.SetIndexBuffer(indexBuffer[0]); int partCount = this.TriangleCount; TrianglesRendered += partCount; renderContext.devContext.DrawIndexed(indexBuffer[0].Count, 0, 0); return(true); }
public override bool Draw3D(RenderContext11 renderContext, float transparancy, Tile parent) { InViewFrustum = true; transparancy = transparancy / 100; if (transparancy > 1f) { transparancy = 1.0f; } if (transparancy < 0f) { transparancy = 0; } if (!ReadyToRender) { TileCache.AddTileToQueue(this); if (texture == null) { return(false); } } if (!CreateGeometry(renderContext, true)) { return(false); } renderContext.MainTexture = texture; renderContext.SetVertexBuffer(vertexBuffer); renderContext.SetIndexBuffer(indexBuffer); renderContext.PreDraw(); renderContext.devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.TriangleList; renderContext.devContext.DrawIndexed(6, 0, 0); return(true); }
public override bool Draw3D(RenderContext11 renderContext, float opacity, Tile parent) { InViewFrustum = true; RenderedGeneration = CurrentRenderGeneration; if (!ReadyToRender) { TileCache.AddTileToQueue(this); return(false); } InViewFrustum = true; if (starVertexBuffer == null) { starProfile = Texture11.FromBitmap(Properties.Resources.StarProfile); int count = stars.Count; int index = 0; starCount = count; starVertexBuffer = new PositionColorSizeVertexBuffer11(count, RenderContext11.PrepDevice); PositionColorSize[] points = (PositionColorSize[])starVertexBuffer.Lock(0, 0); // Lock the buffer (which will return our structs) foreach (Star star in stars) { Vector3d pos = Coordinates.RADecTo3d(star.RA + 12, star.Dec, 1f); points[index].Position = pos.Vector3; points[index].Color = star.Col; double radDec = (.5) / Math.Pow(1.6, star.Magnitude); points[index].size = (float)radDec; index++; } starVertexBuffer.Unlock(); } renderContext.SetVertexBuffer(starVertexBuffer); renderContext.BlendMode = BlendMode.Additive; renderContext.DepthStencilMode = DepthStencilMode.Off; renderContext.setRasterizerState(TriangleCullMode.Off); SharpDX.Matrix mvp = (renderContext.World * renderContext.View * renderContext.Projection).Matrix11; mvp.Transpose(); PointSpriteShader11.WVPMatrix = mvp; PointSpriteShader11.Color = SharpDX.Color.White; float adjustedScale = (float)(1 / (Earth3d.MainWindow.ZoomFactor / 360)); PointSpriteShader11.ViewportScale = new SharpDX.Vector2((2.0f / renderContext.ViewPort.Width) * adjustedScale, (2.0f / renderContext.ViewPort.Height) * adjustedScale); PointSpriteShader11.PointScaleFactors = new SharpDX.Vector3(0.0f, 0.0f, 10000.0f); PointSpriteShader11.Use(renderContext.Device.ImmediateContext); renderContext.Device.ImmediateContext.PixelShader.SetShaderResource(0, starProfile.ResourceView); renderContext.devContext.InputAssembler.PrimitiveTopology = SharpDX.Direct3D.PrimitiveTopology.PointList; renderContext.devContext.Draw(starCount, 0); renderContext.Device.ImmediateContext.GeometryShader.Set(null); // Reset blend mode so we don't mess up subsequent sky layer rendering renderContext.BlendMode = BlendMode.Alpha; return(true); }